Fallout 3 Interview

Play.tm is the second website to kick up a post-E3 Fallout 3 interview, this time bringing us some answers from lead designer Emil Pagliarulo.
Q: Tell us more about the combat mechanic that mixes FPS and RPG. The Vault-Tec Assisted Targeting System has been compared to the mechanic in Knights of the Old Republic. How does this work, and will the gameplay be able to play to both the FPS bullet monkey and the RPG stat worm?

A: With V.A.T.S., you can pause the game at any time, assess the situation tactically, and target opponents and their limbs, weapons, etc. You queue up moves, and when you leave V.A.T.S., you see your actions played out in a sort of cinematic third-person mode. We always wanted V.A.T.S. to feel like the evolution of the "Aimed Shot" in Fallout, and we love how far the system has come (and continues to improve) throughout the course of development.

Interestingly, what we've found playtesting the system is that V.A.T.S. sort of has this dual role: it's the skill-based targeting mode, but because of the third-person playback stuff, it's also very much a "my character is a complete badass" mode. Using your character's skills to get take out an opponent's arm is awesome; but then seeing your character unload on the guy, watching his arm explode in third-person... oh man. So the tactical and the visceral really do complement each other very nicely.

You can definitely play the game without ever going into V.A.T.S., and if you do, the combat is pretty similar to other first/third-person RPGs, like Deus Ex, or stat-based action games like No One Lives Forever. It's definitely not a straight first-person shooter; your character's skills are going to determine your effectiveness in combat, even outside of V.A.T.S. Personally - and I know this sentiment is echoed by most people at the Bethesda offices - I can't get enough of V.A.T.S. I love the non-pressured feel, the playback stuff, everything.